var test = instance_create(0, 0, obj_Combatant);
//Omit gameObjectFactory since defaults are sufficient
combatantConstructor(1,43,47,7,89,77,10,8, test);

assert ("Art thou as though shalt be? Thou shalt be 1.", test.stats [STATS.VITALITY] == 1);
assert ("Art thou as though shalt be? Thou shalt be 43.", test.stats [STATS.PHYS_STR] == 43);
assert ("Art thou as though shalt be? Thou shalt be 47.", test.stats [STATS.PHYS_DEF] == 47);
assert ("Art thou as though shalt be? Thou shalt be 7.", test.stats [STATS.SPEED] == 7);
assert ("Art thou as though shalt be? Thou shalt be 89.", test.stats [STATS.SPEC_STR] == 89);
assert ("Art thou as though shalt be? Thou shalt be 77.", test.stats [STATS.SPEC_DEF] == 77);
assert ("Art thou as though shalt be? Thou shalt be 10.", test.stats [STATS.LUCK] == 10);
assert ("Art thou as though shalt be? Thou shalt be 8.", test.alignment == 8);

assert ("HPMax = 1 [VITALITY] * 10 [POINTS_MULTIPLIER]", test.HPMax == 10);
assert ("HPCurrent = HPMax", test.HPCurrent == test.HPMax);
assert ("SPMax = 89 [SPEC_STR] * 10 [POINTS_MULTIPLIER]", test.SPMax == 890);
assert ("SPCurrent = SPMax", test.SPCurrent == test.SPMax);
assert ("Attack bonus = (43 [PHYS_STR] / 255) * 125 [MAX_BASE_DAMAGE]", test.attackBonus == (43 / 255) * 125);
assert ("Attack defense = (47 [PHYS_DEF] / 255) * .6 [MAX_BASE_ATK_DEFENSE]", test.attackDefense == (47 / 255) * .6);
assert ("Special defense = (77 [SPEC_DEF] / 255) * .7 [MAX_BASE_SPEC_DEFENSE]", test.specialDef == (77 / 255) * .7);
assert ("Attack speed modifier = 1 + (7 [SPEED] / 255)", test.atkSpdMod == 1 + (7/255));
assert ("Move speed = 5 [MIN_MOVE_SPEED] * (1 + (7 [SPEED] / 255))", test.moveSpeed == 5 * (1 + (7/255)));
assert ("Miscellaneous speed modifier = (7 [SPEED] / 255) * .5 [MAX_MISC_SPEED]", test.miscSpdMod = (7 / 255) * .5);
assert ("Luck modifier = 10 [LUCK] / 255", test.luckMod == 10 / 255);